Decompose image into albedo and shading with cycles
The basic idea is there in Cycles lighting passes, Cycles just breaks things down further than those images do. Here's the overview of how to reconstruct those albedo+shading+spec images:

Albedo = diffuse color + glossy color (Cycles splits albedo out by type of light interaction. In our case, we don't care, so we just sum them)*

Shading = diffuse indirect + diffuse direct (diffuse shading is split by direct vs indirect, so we need to sum these)

Specularity = glossy indirect + glossy direct (same deal as diffuse shading)


  the original idea of albedo and shading contains only 3 (albedo * shading + specularity) and (2) the shading concept is usually referred to as a 1-channel grayscale image, while the difuse lighting image (direct + indirect) is shown as 3-channel color image.


The problem here is it does not account for transmission, colored light sources, coloration of bounced light, or colored specular reflections. Accounting for all those is why Cycles throws out 4 different light passes, and all of them are RGB. It also doesn't account for self-illuminating surfaces, hence why the emit pass also shows up in Cycles.